
#ifndef DirectionalLight_h
#define DirectionalLight_h

// #region License
// /*
// Microsoft public: License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
// 
// All rights reserved.
// 
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
// 
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under 
// U.S. copyright law.
// 
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
// 
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
// 
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, 
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including 
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object 
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
// #endregion License
// 

#include <Riccsson/Xna/Framework/Vector3.h>
#include <Riccsson/Xna/Framework/Graphics/Effect/EffectParameter.h>

namespace Riccsson
{
	namespace Xna
	{
		namespace Framework
		{
			namespace Graphics
			{
	            class DirectionalLight sealed
	            {
		            /*internal*/ GC_PTR<EffectParameter> diffuseColorParameter;
		            /*internal*/ GC_PTR<EffectParameter> directionParameter;
		            /*internal*/ GC_PTR<EffectParameter> specularColorParameter;
		
		            Vector3 diffuseColor;
		            Vector3 direction;
		            Vector3 specularColor;
		            bool enabled;
		
		            public: DirectionalLight (EffectParameter* directionParameter, EffectParameter* diffuseColorParameter, EffectParameter* specularColorParameter, DirectionalLight* cloneSource)
		            {
			            this->diffuseColorParameter = diffuseColorParameter;
			            this->directionParameter = directionParameter;
			            this->specularColorParameter = specularColorParameter;
			            if (cloneSource != null) {
				            this->diffuseColor = cloneSource->diffuseColor;
				            this->direction = cloneSource->direction;
				            this->specularColor = cloneSource->specularColor;
				            this->enabled = cloneSource->enabled;
			            } else {
				            this->diffuseColorParameter = diffuseColorParameter;
				            this->directionParameter = directionParameter;
				            this->specularColorParameter = specularColorParameter;
			            }
		            }
		
		            public: PROP3_GET(Vector3, DiffuseColor)
			        {
				        return diffuseColor;
			        }
			        public: PROP3_SET(Vector3, DiffuseColor)
			        {
				        diffuseColor = value;
				        if (this->enabled && this->diffuseColorParameter != null)
					        diffuseColorParameter->SetValue (diffuseColor);
		            }
		
		            public: PROP3_GET(Vector3, Direction)
			        {
				        return direction;
			        }
			        public: PROP3_SET(Vector3, Direction)
			        {
				        direction = value;
				        if (this->directionParameter != null)
					        directionParameter->SetValue (direction);
		            }
		
		            public: PROP3_GET(Vector3, SpecularColor)
			        {
				        return specularColor;
			        }
			        public: PROP3_SET(Vector3, SpecularColor)
			        {
				        specularColor = value;
				        if (this->enabled && this->specularColorParameter != null)
					        specularColorParameter->SetValue (specularColor);
		            }
		            public: PROP3_GET(bool, Enabled) 
		            {
						return enabled;
				    }
			        public: PROP3_SET(bool, Enabled) 
		            {
				        if (this->enabled != value)
				        {
				            this->enabled = value;
				            if (this->enabled)
				            {
				                if (this->diffuseColorParameter != null)
				                {
				                    this->diffuseColorParameter->SetValue(this->diffuseColor);
				                }
				                if (this->specularColorParameter != null)
				                {
				                    this->specularColorParameter->SetValue(this->specularColor);
				                }
				            }
				            else
				            {
				                if (this->diffuseColorParameter != null)
				                {
				                    this->diffuseColorParameter->SetValue(Vector3::Zero);
				                }
				                if (this->specularColorParameter != null)
				                {
				                    this->specularColorParameter->SetValue(Vector3::Zero);
				                }
				            }
				        }
		            }
	            };
            }
		}
	}
}

#endif
